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Codex: Tau Empire
Fan-Dex Project
For The Greater Good
Warhammer is a UK registered trademark of Games Workshop Ltd. All contents held within this booklet is the property
of Games Workshop. I, as the author of this Fan-Dex, hold no rights to its contents.
Page 1
Army List Special rules
Tau
All units with this special rule are treated to have the
following abilities
• Are the only units to fill Compulsory Force
Organisation Chart Slots
• Are able to use Markerlight hits
• Non-Vehicle units are affected by the presence of
any Ethereal on the board.
• When assaulted, a Tau non-vehicle unit may make a
single shooting attack before engaging in combat
(They count as having moved).
These shooting attacks are always at -1 BS, regardless of
the Tau’s rank, and only one shot from one weapon
may be fired.
Casualties count towards combat resolution.
Commander
At Least one HQ choice must have this special rule
Independent Character
All models with the Independent Character Universal
Special Rule follows the rules as described in the
Warhammer 40,000 rulebook, with the following
exception.
Models in XV armour may not join units not equipped
with XV armour. Inversely, an Independent character
not equipped with XV armour may not join a unit
equipped with XV armour.
Kor’Ka
If a model with this Special Rule Deep Strikes, it may
choose to Deep Strike directly into an enemy unit.
When they do so, they immediately inflict a single
Strength 5, Power Weapon attack per member of
the Squad. The unit is then locked in combat and is
treated as if it had assaulted the enemy unit in the
players turn.
Disruptors
All shooting from a unit with this special rule causes a
pinning check, unless the firing unit is in open
terrain.
Inspirational figure
Any Tau unit with a model within 24”, and Line of Sight,
is Stubborn
Dreaded Fall
When a model with this rule dies, all units with the Tau
rule on the table must take a leadership test or fall
back. For all subsequent turns after this, all units
with the Tau rule (who were on the table at the
time) fire an additional shot with their weapons.
Heavy Weapons are unaffected
The Ethereal’s model is left on the board, and counts as
another objective.
Battlefield Sermons
Any Tau unit with a model within 12”, and Line of Sight,
is Stubborn
Feared Death
When a model with this rule dies, all units with the Tau
rule within 18" must take a leadership test or fall
back.
The Ethereal’s model is left on the board, and counts as
another objective, in objective games.
Guardsmen
Any Imperial Player units (IG, SM, BA, SW, DA, BT, Witch
Hunters, Daemon Hunters), gain the Preferred
Enemy special rule when in combat against a squad
with this special rule.
Deep Infiltration
A unit with this special rule is always held in Reserve.
Before the game starts, after deployment, select a
single piece of terrain in the enemy deployment
zone, and make a note of it. Keep it secret from your
opponent. It cannot be occupied by an enemy unit.
When the unit becomes available, they are
automatically deployed at the piece of terrain.
If an enemy unit occupies the terrain feature when the
unit is deployed, they are considered to have
“disappeared” within the terrain, and are removed
from the table. However, the Deep Infiltrating unit
takes an Instant Death causing wound on each
model, with saves allowed.
However, if the enemy deploys his forces into all terrain
features in their own deployment zone, the unit with
this rule follows the normal rules for Infiltrating.
Page 2
Ambush
Gun Drones are so incredibly quite that they can bypass
enemy lines without so much as disturbing dust.
A unit of Gun Drones arriving via “Ambush” must be
declared to the opponent during set-up, and will
always be kept in reserve.
When the unit becomes available, set the squad up
anywhere on the board, within 6” of a terrain
feature, and further then 6” from an Enemy unit
They may Shoot and Run as normal, but may not move
or Assault on the turn they arrive.
Supersonic
A model with this rule may move Flat-out 36”.
Interceptor
Skimmers cannot claim the cover save granted due to
moving Flat-out against shots fired by a model with
this rule.
Similarly, Bikes and Jetbikes cannot claim the cover save
gained due to Turbo-boosting.
Advanced Targeting
A model with this rule, unless it moved Flat-out, may
always fire all its weapons.
Skilled Flyers
Vespid can choose to count as either Jump Infantry, or
Jet Pack Jump Infantry.
This choice must be made clear to the opponent, before
any moves are made.
Kroot
This is treated as the following Special rules
• Move through Cover
• Acute Senses
• Infiltrate
• Are always considered to have two close combat
weapons
Master Shaper
• Kroot Kindreds may now fill compulsory FOC slots.
(This supersedes the Tau special rule)
• All close combat attacks made by the Master Shaper
are Rending
• Multiples of each Kindred may be selected, and are
reassigned to other Force Organisation Chart Slots as
follows:
Hunters - Troops
Stalkers - Elites
Headhunters - Elites
Trackers - Fast Attack
Hound Packs - Fast Attack
Vultures - Fast Attack
Shaman Power
The Shaman is treated as a Psyker, and he has the
following powers. They may only be used on Kroot
units
Instinct
The Shaman Triggers an almost animal instinct for
survival in the Kroot.
They have a 4+ Invulnerable Save in close combat
Eagle Eyes
With precise movements and psychic focus, the Shaman
awakens the natural hunting avian ability, increasing
the Kroots vision.
In the shooting phase, the squad always rolls to hit on a
3+
Solo Elite
Predator Kroot Kindreds are a rare site to see on the
battlefield, even among a Kroot Warband. Only one
squad of Predator Kindred may be used, ever,
regardless of scenario special rules.
Each member Predator Kroot Kindred is also treated as
a one man unit, as they take pride in their craft, and
prefer not to be accused of copying each other.
Page 3
Wargear Infantry class Weapons
Pulse Weapons
Pulse Weapons are the basic equipment given to Fire
Warriors. Using an Induction Field to propel a particle,
which reacts by breaking down, to create a plasma pulse
as it leaves the barrel.
The newly invented Carbine Grenade allows squads to target
larger, and grouped together units. It relies more on the
strength of the blast, then the armour penetration. (A
pulse Carbine may be fired in either mode, but never both
in the same shooting phase)
Weapon Range Str AP Type
Pulse Pistol 12” 5 5 Pistol
Pulse Rifle 30” 5 5 Heavy 2
Pulse Carbine 18” 5 5 Assault 2
Carbine Grenade 12” 5 - Assault 1,
Pinning, Blast
Rail Rifle
A Rail Rifle uses similar technology as to the Railgun.
Weapon Range Str AP Type
Rail Rifle 36” 6 3 Heavy 1,
Sniper
Las-Weapons
Las-Weapons are common to former Imperial worlds. Easy to
build and maintain, they are only ever used by Tau guard.
Weapon Range Str AP Type
Laspistol 12” 3 - Pistol
Lasgun 24” 3 - Rapid Fire
Kroot Weapons
Kroot use primitive slug throwers. Being highly skilled, they
can also use a rifle in combat. The Hunting Rifle has a
higher strength round. The Chem Rifle has slugs which
contained highly volatile poisons and chemicals
Weapon Range Str AP Type
Kroot Pistol 12” 4 6 Pistol
Kroot rifle 24” 4 6 Rapid fire
Kroot
Shotgun 18” 4 - Assault 2
Kroot Gun 48” 7 3 Heavy 2
12” 7 3 Assault 1
Hunting
Rifle 36” X 6 Heavy 1, Sniper
Chem Rifle 18” 3 5 Assault 1,
Poisoned (5+)
The Kroot Gun has two profiles. When stationary, it may
fire two shots up to 48”, when moving it may only fire
one shot up to 12”.
Neutron Blaster
A Neutron Blaster is a hybrid of both Tau and Vespid
technology. A small crystal mounted at the guns tip,
creates a Neutron blast when fired
Weapon Range Str AP Type
Neutron Blaster 18” 5 3 Assault 2
Neutron Rifle
I modified Nuetron Blaster, often rebuilt by the Vespid who
owns it. It is almost identical to the Blaster, but has
increased range, and induces a faster transference of
energy when a shot hits.
Weapon Range Str AP Type
Neutron Rifle 24” 6 3 Assault 2
Drones Drones used in units, always have the same Toughness and Save as the model they follow (Shown by using X as a value)
This does not apply to the Gun Drone and Heavy gun Drone squadrons which are independent of a Drone Controller,
and so will have their own Toughness and Save values.
Drone Controller
Allows the user to control up to two Drones (of any type)
If the controller is killed, any, and all, remaining drones must
be taken off as casualties also.
Gun Drone
WS BS S T W I A Ld Sv
Gun-Drone 2 2 3 X 1 4 1 7 X
Is equipped with Twin-linked Pulse Carbines
Shield Drone
WS BS S T W I A Ld Sv
Shield Drone 2 - 3 X 1 4 1 7 X
Has, and confers, a 4+ invulnerable save
This save is conferred to the whole unit, including any
Independent characters that join it.
Marker Drone
WS BS S T W I A Ld Sv
Marker Drone 2 3 3 X 1 4 1 7 X
Is equipped with a Markerlight, and Target Lock
Page 4
Battlesuit class Weapons
Dual Point Weapons
Some weapons have the “Dual Point” weapon type, and are usually only equipped to XV Battlesuits. This means they require two
points to connect to the Battlesuit, and use much more power to fire.
A model with a Dual Point weapon may not fire any other weapons in the same turn, but is otherwise unaffected.
Burst Cannon
Burst Cannon utilises plasma induction technology, similarly
found in Pulse weapons. It is a multi-barrel weapon, allowing
it to sustain high rates of firepower.
Weapon Range Str AP Type
Burst Cannon 18” 5 5 Assault 4
Firestorm Cannons
This is a pair of specially modified Burst cannons.
Weapon Range Str AP Type
Firestorm
Cannon 24” 5 5 Assault 10
Tau Flamer
The humble Flamer is extremely useful against tightly packed
and low-armoured opponents.
Weapon Range Str AP Type
Tau Flamer Template 5 5 Assault 1
Ion Disruptor
Using a stable Ion radiation source, the Ion Disruptor can get
through nearly all armour.
Weapon Range Str AP Type
Ion Disruptor 36” 6 3
Assault 3,
Rending, Dual
Point
Ion Blaster
The Ion Blaster has a lower power level, compared to the
Disruptor. It does however maintain a slightly higher rate of
fire.
Weapon Range Str AP Type
Ion Blaster 24” 5 3 Assault 4
Helios Rifle
The Helios Rifle is a much larger variant of the Fusion Blaster.
It is designed for greater range and rate of fire; however it
cannot be combined with smaller weapons due to its
incredible energy consumption.
Weapon Range Str AP Type
Helios Blaster 24” 8 1
Assault 3,
Melta, Dual
Point
Fusion Blaster
The primary role of the Fusion Blaster is Anti-Tank. No small
wonder that Crisis teams devoted to Tank-Hunting have
become true adepts at stalking enemy armour.
Weapon Range Str AP Type
Fusion Blaster 12” 8 1 Assault 1,
Melta
Plasma Rifle
Foregoing the raw stopping power that the Gue’la and other
races use with their plasma technology, The Tau have made
this technology safe, but still quite as deadly.
Weapon Range Str AP Type
Plasma Rifle 24” 6 2 Assault 2
Smart Missile System
Smart Missile Systems do not require Line of Sight to target.
The target does however still receive cover saves. It is also
unaffected by Night Fighting
Weapon Range Str AP Type
Smart Missile 24” 5 5 Heavy 4
Missile Pods
Missile Pods are primarily used to take out lightly armour
vehicles, or medium armour troops.
Weapon Range Str AP Type
Missile Pods 36” 7 4 Assault 2
Deathrain Pods
Deathrain Pods are larger cousins of the Missile Pod. Able to
fire a larger salvo, they can be quite fearsome to those at the
receiving end.
Weapon Range Str AP Type
Deathrain
Pods 36” 6 4
Assault 4,
Blast, Pinning
Broadside Railgun
Weapon Range Str AP Type
Railgun 60” 10 1 Heavy 1, Dual
Point
Page 5
Plasma Lance
The Plasma Lance is an astonishing piece of Wargear. When
aimed correctly, it can pierce enemy armour like tissue paper.
Weapon Range Str AP Type
Plasma Lance 48” 7 3 Assault 2,
Dual Point
When rolling to hit with this weapon if a roll of 6 is scored,
the weapon counts as a Lance Weapon.
Tank-hunter Rifle
If the Railgun is equivalent to a Pulse Rifle, the Tank-
Hunter Rifle would be equivalent to a Pulse Carbine. It
sacrifices range and penetration power, for a higher
rate of fire. It is often carried onto the battlefield by
trusted Broadside Shas’Vre, or more Mont’ka focussed
Commanders.
Weapon Range Str AP Type
Tank-Hunter
Rifle 36” 9 2 Heavy 3
Wapr-rift Generator
The Warp-Rift Generator is the result of the Tau experiments
with Warp Travel. They discovered that the smaller the
opening created, the easier it became to send a subject
through.
Weapon Range Str AP Type
Warp-Rift
Generator 18” 8 5
Assault 1,
Blast, Pinning,
Dual Point
Hits caused by a Warp-Rift Generator roll to wound against
the targets Ld, and only invulnerable saves may be. Thus the
AP negates invulnerable saves 5+ or worse. If a model has no
invulnerable save to take, they are removed from the table
automatically.
As Tau are not psychically inclined, the Blast scatters the full
2D6” distance.
Page 6
Kindreds “Kindreds” is the name given to the sects of Kroot warbands, who specialise in different fields of combat and hunting.
Trackers
All upgraded members of the unit become Cavalry
Stalkers
All members of the unit replace their Stealth USR, with the
Stalker special rule.
Stalker – models gain +2 to their cover save, when in cover.
Hunters
All Kroot members of the unit replace their Kroot Rifle (Or
Kroot Shotgun), with a Kroot Hunting rifle.
The Shaper also has a Hunting Rifle, but still may still replace
it with a Pulse Rifle or Carbine.
Headhunters
All Members of the unit gain the “Poisoned Weapons” (4+)
special rule when in close combat
Hound Pack
All Kroot, except the Shaper, are replaced by Hounds.
The max number of additional Hounds is now 20.
Regular Kroot may not be added to the unit.
Vultures
All members of the unit are equipped with Wings, and
become Jump Infantry.
Armour Note, some armour types change a model’s Stats, Unit Type, and confer different Special rules (for example, additional
wounds). Statline and Special rules changes only apply to models taking the armour as a replacement.
XV25 Stealth Armour
Confers a 3+ Armour save
Grants the Relentless, Acute Senses, Deep Strike and Stealth
USRs
XV25 Stealth Armour increases the wearers Toughness
characteristic by 1. Note that this increase does not affect
the models Toughness for the purposes of Instant Death.
It also increases the model’s Strength to 4
The model becomes Jet Pack Jump Infantry
Any roll to hit (Shooting) of 6, causes Pinning.
XV3 Stealth Suit
Confers a 3+ Armour save
Grants the Relentless, Acute Senses, Deep Strike, and Stealth
USRs
Makes the wearer Toughness 4, and Strength 4
The model becomes Jet Pack Jump Infantry
Any roll to hit (Shooting) of 5+, causes Pinning.
Shas Armour
Confers a 4+ Armour Save
Exoskeletal Armour
Confers a 5+ Armour Save
Kroot Armour
Confers a 6+ Armour Save
XV8 Crisis Suit
Confers a 3+ Armour save
Grants the Relentless, Acute Senses, and Deep Strike USRs
Makes the wearer Toughness 4, and makes them Strength 5.
The model becomes Jet Pack Jump Infantry, and gains an
additional Wound
- A model in XV8 armour may always fire two weapons.
When firing two same weapons, they count as twin-linked
- All models with XV8 armour may fire independently from
the rest of their squad.
XV9 Hazard Suit
Confers a 3+ Armour save
Grants the Relentless, Acute Senses, Fearless, Hit & Run, and
Deep Strike USRs
Makes the wearer Toughness 5, and Strength 5
The model becomes Jet Pack Jump Infantry, and gains an
additional Wound
A model in XV9 armour may fire both pairs of weapons, at
independent targets, and ignores the Dual Point weapon
type.
XV88 Broadside Suit
Confers a 2+ Armour save
Grants the Acute Senses, and Slow and Purposeful USRs
Makes the wearer Toughness 5, but is considered Toughness
4 against Strength 8 or higher weapons
It also makes the model Strength 5
- A model in XV88 armour may only ever fire one weapon.
- If it doesn’t fire its Railgun, then it may make a D6” assault
move
Page 7
Vehicle Wargear
Destroyer Railgun
A new variant of the Railgun technology, designed specifically
to take out the most heavily armour Tanks, or biggest
Tyranids.
Weapon Range Str AP Type
Destroyer Shot 72” X 1 Heavy 1
The Destroyer Railgun automatically penetrates all vehicles.
Monstrous Creatures, or Targets with a Toughness 6 or
higher, take D3 Wounds, and lose the same number of
Attacks (To a minimum of 1).
Aurora cannon
A new variant of the Ion cannon. Its ability to eradicate a
wide area in a brilliant flash of light makes it a highly sort
after weapon by Tau Commanders
Weapon Range Str AP Type
Aurora Cannon 72” 7 2
Ordnance 2,
Large Blast,
Rending
Ion Cannon
An Ion Cannon is always mounted on a Hammerhead. It
creates a stream of highly charged particles, accelerated
with electromagnetic fields. It reacts explosively on
contact with anything, due to the high rate of energy
transfer.
Weapon Range Str AP Type
Ion Cannon 60” 7 3 Heavy 3,
Rending
Disruption Pod
Confers a 4+ Cover save, unless the enemy unit is within 12”
Shield Array
Confers a 5+ invulnerable save, unless the enemy unit is
within 6”
Railgun
The Railgun mounted on a Hammerhead can use both modes
of firing.
Weapon Range Str AP Type
Solid-Shot 72” 10 1 Ordnance 1
Submunition 72” 6 4 Heavy 1,
Large Blast
Seeker Missile Rack
A Seeker Missile Rack holds 6 Seeker Missiles. Each Seeker
missile may be fired at a single target marked by a
Markerlight. A max of 4 Seeker Missiles may be launched
per turn, and 2 missiles are “reloaded” every turn.
Seeker Missiles
They are fired when a model with a Markerlight calls for one.
They are fired at BS 5. They ignore cover saves, but when
determining which side of a vehicle has been hit, make a
line from the carrier, to the target.
Weapon Range Str AP Type
Seeker
Missile Unlimited 8 3 Heavy 1
Markerlight Array
The vehicle has two Markerlights that can be fired
independently of each other. They are Defensive
Weapons.
Multi-Tracker
The vehicle counts as a Fast Vehicle in the Shooting Phase
Ablative Armour
-1 to enemy Penetration rolls.
Melta Weapons only lose the extra D6 for Armour
Penetration.
Sensor Spines
The Vehicle treats all terrain, except impassable terrain, as
open ground.
Target Lock
Allows all the weapons on a Vehicle (including any Drones) to
fire independently of each other
Targeting Array
Increases the BS of the vehicle by +1. This does not affect
weapons carried by drones.
Atmospheric Re-entry Shielding
Melta weapon don’t gain the extra D6 armour
penetration when shooting at a model equipped
with this wargear.
Niccassar Pilot
Clearly not a piece of Wargear, the Niccassar Pilots that
volunteer for service in the Fire Caste are often young and
“Hot-Blooded”.
The Vehicles BS is reduced to 1, but the vehicle ignores Crew
Shaken and Stunned results, and gains the Fast Vehicle
type (If it wasn’t already).
Page 8
Combat Wargear
Staff of Tau’va
Adds +2 strength to the Ethereal’s attacks, in the first round
of combat. Is a Two-Handed Weapon
Symbols of Office
Counts as two Close Combat weapons.
Staff of Pech
A Ceremonial Stave that the Master Shaper must carry with
him as a Symbol of his rank. The Master Shaper is extremely
proficient with its use. He can even deflect the deadliest of
blows with it.
It is treated as a Two-Handed Power Weapon, and also grants
him a 5+ Invulnerable Save.
Shaman Staff
This is a Two-Handed Witchblade that confers a 5+
invulnerable save onto the wielder.
Hunting stave
This is a Two-handed Close Combat Weapon that confers +1
Attack, and re-rolls failed to hit rolls in combat.
EMP Grenades
Used only against vehicles.
After rolling to see if the grenade hits, roll again to determine
its effects.
D6 Result Effect
1-3 None
4-5 Inflicts a glancing hit
6 Inflicts a Penetrating hit
Defensive and Offensive Grenades
Use the rules as described in the Warhammer 40k Rulebook
Close Combat Weapons
Use the rules as described in the Warhammer 40k Rulebook
Claws
Counts as a single Close Combat Weapon with the Rending
Special Rule
Poisoned Blades
In Close Combat, the wielder has Poisoned (5+) attacks.
Jump Pack
Makes the model Jet-pack Jump Infantry
Pathfinder Jet-bike
Used the rules for Jet-bikes as described in the Warhammer
40k Rulebook
Is equipped with Twin-linked Pulse Carbines
Communion Helm
So long as the Strain Leader is alive, the squad may use
Markerlight hits, as if it had the Tau Special Rule.
Advanced Targeting Scopes
See entry (Honour guard) for details
Target Lock
Allows an individual in a squad to fire independently from the
rest of the squad
Stealth Field generator
Any unit firing at this unit must roll a spotting distance, same
as the Night Fighting rules.
This effect can be negated by the Acute Senses/Night Vision
universal special rule.
Shield Generator
Confers a 4+ Invulnerable Save to the Wielder
Ulysses Shield
Confers a 4+ Invulnerable Save to the Wielder, and members
of their unit, including Drones
Personal shield
Confers a 5+ invulnerable save
Strike Beacon
Any unit Deep Striking within 12”, and Line of Sight, doesn’t
roll for scatter.
Position Relay
From the second turn onwards, as long as the bearer is on
the table at the beginning of the turn, a single unit may be
deployed on a D6 of 2+, though no other units in reserve
may be deployed this turn.
Vectored-Retro Thrusters
Confers the Hit & Run special rule
Iridium Armour
Confers a 2+ Armour Save, but makes the wearer heavier.
The wearer must always make a Slow and Purposeful move,
should it wish to move at all.
Page 9
Special characters
Mirage commander Swiftwind Special Rules
Relentless, Acute Senses, Tau, 4+ Invulnerable Save, Stealth,
Infiltrators, Hit & Run, Commander, and Independent
Character
Stealth Cadre
Up to three units in the army (Chosen from the following:
Ethereal and Honour Guard, Fire Warrior Teams, Gun
Drone Squadrons, Pathfinder Teams, and Piranha
Squadrons) must be upgraded to the Stealth Cadre for
15pts per model which grants the units Stealth field
Generators, and confers the Stealth and Infiltrator
Universal Special Rules.
Wargear
- Twister Cannon
Weapon Range Str AP Type
Twister Cannon 36” 6 4 Assault 5,
Dual Point
- XV38 Hurricane Stealth suit
Follows all the normal rules for XV3 Stealth Suits, with the
following changes;
The model is additionally equipped with a Stealth Field
Generator and also confers the Infiltrators and Hit & Run
Universal Special rules.
Commander Shadowsun Special Rules
Commander, Relentless, Acute Senses, 4+ Invulnerable Save,
Deep Strike
- Strike of Falling Fire
When O’Shaserra Deep Strikes, she may an additional
shooting attack at a single target within 12” of her final
Deep Strike position
Wargear
- Command-Link Drone
Follows the rules or Drones, as described on page 3
Any, and all, Tau units on the Table may re-roll any failed
tests that use the Leadership Characteristic
Wargear (Continued)
- XV35 Battlesuit
After extensive field testing, and many modifications,
O’Shaserra’s Stealthsuit was put into mass production as
the XV3. Shadowsun was then granted a specially
modified Battlesuit, with both an Integrated Shield
Generator, and a Stealth Field Generator.
She has an improved Toughness value. Note that this increase
does not affect her Toughness for the purposes of Instant
Death.
She may always fire both of her Fusion Blasters, and may
target two different units, but only one target may benefit
from Markerlight Hits
Aun’Va Aun’Va Special Rules & Wargear
- High Ethereal of the Tau’Va
So long as Aun’Va is alive, All Tau units on the Battlefield gain
the Fearless Special Rule.
- Non-Combatant
Aun’Va never fights in combat, but may be hit himself
- Ultimate Price of Failure
Should Aun’Va be removed from the table as a casualty,
every Tau unit on the table at the beginning of the turn,
must take a Leadership Check. Any unit whom had Line of
Sight to Aun’Va, has -2 to their Leadership for this check.
After this, all units with the Tau rule may fire three additional
shots with their weapons. Weapons mounted on vehicles
are unaffected.
- Paradox of Duality
The Paradox of Duality contains a truly remarkable, ancient,
and incalculably powerful device.
It increases the Toughness of the entire Squad by 2. Note that
this increase does not affect the models Toughness for
the purposes of Instant Death.
It also distorts the light around the unit, adding +1 to any
cover save the squad gains. (in open ground they have a
6+ Cover Save)
- Seat of the Council
This circular platform has enough space to carry Aun’Va, and
his Guard around the battlefield, at incredible speed.
The unit may move 18” in the Movement phase, but may not
do anything in the shooting phase, or charge into combat.
It also has an Integrated Shield Generator
Ethereal Guard Special Rules & Wargear
- Lightning Halberds
These are weapons that can smash an opponent’s body
beyond recognition.
In the first Round of Combat, the Ethereal Guard gain +2 to
their Strength.
The Halberds also negate armour saves of 4+ or worse,
similarly to ranged weapons with AP 4.
- Counter-Attack
- Protectors
Page 10
Kais Special rules
Tau, Independent Character
Pathfinder Force
A second unit of Fire Warriors may be upgraded to
Pathfinders
Unswerving Loyalty
Kais, and any unit he leads, automatically pass any Morale
Checks.
Divine Destiny
Whilst Kais is part of a unit, he may re-allocate a single
wound onto another Fire Warrior/Pathfinder, showing
Kais dodging the shot, or the warrior selflessly sacrificing
himself for the Greater Good
Wargear
Modified Rail Rifle
Kais has modified his own Rail Rifle to be lighter and more
streamlined. It has the following profile
Weapon Range Str AP Type
Rail Rifle 30” 6 3
Assault 2,
Rending,
Pinning
Broadside commander Strongsword Special Rules
Commander, Acute Senses, Tau, 4+ Invulnerable Save, Hit &
Run, Independent Character
Wargear
- 02 Broadside Railgun
This variant of the Broadside Railgun has the Following
profiles, chosen when declaring shooting.
Weapon Range Str AP Type
Solid shot 72” 10 1 Heavy 1, Dual
Point
Submunition 36” 6 4 Assault 1, Blast,
Dual Point
Aun’Shi Special rules
Tau, Commander, Dread Fall, 4+ Invulnerable Save
Inspirational Figure
Aun’shi follows the same rules for Inspirational Presence,
with the following addition:
If Aun’Shi joins a unit, they gain +1 Attack and +1 Initiative in
combat, to show them hurling themselves at the enemy in
total confidence of victory.
Blade Master
After the opponent has made his “To Hit” rolls, Aun’shi may
sacrifice any number of his attacks to Parry any hits
scored.
Aun’Shi has the Rending universal special rule in close
combat.
Wargear
Hard-Wired Shield Generator
A smaller version of a Battlesuits Shield Generator, It confers
a 4+ Invulnerable save.
Aun’Nan
A masterfully crafted Staff of Tau’va, it adds +2 to Aun’Shi’s
Attacks in the first round of combat, and is a two-handed
weapon.
Aun’shi has carried this Stave into many a battle, and has
learned how to use it as ranged weapon. It has the
following profile
Weapon Range Str AP Type
Aun’Nan Template 4 6 Assault 1,
Pinning
Designer’s note:- think of Aun’Shi using his stave as a boomerang, it follows
the outer edge of the flamer template. It causes pinning, because not many
races would expect a stave to be flying at their heads at speed.
Page 11
Markerlights
Markerlights are hand-held, or barrel-mounted, devices that project a beam of light onto the target. It has the following profile
Range Str AP Type
Markerlight 36” N/A N/A Heavy 1
For each “Hit” scored using a Markerlight, a “Marker Token” is placed next to the target unit. They are expended by subsequent
shooting, and tokens last until the end of the player turn.
When a Tau unit targets a “Marked” enemy unit they may expend tokens to gain each of the following bonuses. The bonuses are
cumulative.
• Call a seeker missile from a vehicle, resolved at BS 5. For
the purposes of Cover, and Armour Facings, make a line
from the vehicle to the target. No Line of Site is required.
• Increase the BS of the Tau unit by +1. This can be done to
a maximum of BS 5
• Reduce the “Marked” units cover save by -1. This can
negate a cover save entirely.
• Reduce the “Marked” units Ld by -1. To a minimum of 5.
• Allow the Tau unit to ignore the Night Fighting rule.
• A single Marker Token may be expended to allowing the
Tau unit to target an Independent Character.
• Units firing Blast or Large Blast weapons at a “marked”
unit may reduce the distance scattered by 1” for each
token expended.
All token expenditure must be declared to the opponent before any dice rolls are made. You may never use a Marker Token to
improve a Markerlight shot.
Page 12
Page 13
Mirage Commander Swiftwind 95pts page WS BS S T W I A Ld Sv
Swiftwind 4 5 4 4 5 4 3 10 3+
Composition Unit Type
- 1 (unique) - Jump Infantry
(Jet Pack)
Wargear
- Long Barrelled Burst Cannon - Shield Generator
- XV38 Hurricane Stealth Suit - Strike Beacon
- Markerlight
Special Rules
- Commander - Tau
- Relentless - Acute Senses
- Independent Character - 4+ Invulnerable Save
- Hit & Run - Stealth
- Infiltrators - Stealth Cadre
Commander Shadowsun 200pts page WS BS S T W I A Ld Sv
Shadowsun 4 6 4 4(5) 5 4 2 10 3+
Command-
Link Drone 2 0 3 4(5) 1 2 1 - 3+
Composition Unit Type
- 1 Shadowsun - Jump Infantry
(unique) (Jet Pack)
Wargear
- Two Fusion Blasters - XV35 Shadowsuit
- Strike Beacon - Command-Link Drone
- Two Shield Drones - Drone Controller
Special Rules
- Commander - Tau
- Relentless - Acute Senses
- Independent Character - 4+ Invulnerable Save
- Deep Strike - Strike of Falling Fire
Aun’va 200pts page WS BS S T W I A Ld Sv
Aun’va 1 3 2 3(5) 3 1 - 10 4+
Ethereal Guard 4 4 3(5) 3(5) 1 3 4 9 4+
Composition Unit Type
- 1 Aun’Va (unique) - Infantry
- 2 Ethereal Guard
Wargear
- Paradox of Duality - Seat of the Council
- Lightning Halbards - Pulse Pistol
- EMP Grenades - Shas Armour
Special Rules
Aun’Va
- High Ethereal of the Tau’Va - Non-Combatant
- Stubborn
Ethereal Guard
- Counter-Attack - Stubborn
Broadside Commander Strongsword
200pts page WS BS S T W I A Ld Sv
Stronsword 3 6 5 4 5 4 2 10 2+
Composition Unit Type
- 1 (unique) - Infantry
Wargear
- 02 Broadside Railgun - Shield Generator
- XV88 Broadside Battlesuit - Strike Beacon
- Vectored-Retro Thrusters - Smart Missile System
Special Rules
- Commander - Tau
- Acute Senses - 4+ Invulnerable save
- Independent Character - Hit & run
HQ
Broadside Cadre
Units of Broadsides, in an army containing Strongsword,
may be taken as Elites choices
Page 14
Coalition Commander 150pts page
Cadre Commander 100pts page WS BS S T W I A Ld Sv
Coalition
Commander 4 6 4 4 5 4 2 10 3+
Cadre
Commander 3 5 4 4 3 3 2 10 3+
Composition Unit Type
- 1 Coalition or - Jump Infantry
Cadre Commander (Jet Pack)
Special Rules
- Commander - Relentless
- Acute Senses - Kor’Ka
- Independent Character - 4+ Invulnerable Save
- Deep Strike - Tau
Wargear
- Burst Cannon - Ulysses Shield
- XV3 Stealth Suit - Strike Beacon
Coalition Commander only
- Position Relay
Options
May replace XV3 Stealth Suit with a XV8 Crisis Suit and
second Burst Cannon for 20pts
May take Iridium Armour for 15pts
May take a Drone Controller for free, but must select up to
two Drones from the following list
- Gun Drone 10pts each
- Shield Drone 15pts each
Options (Continued)
May replace a Burst Cannon for
- Tau Flamer free
- Fusion Blaster 10pts
- Plasma Rifle 15pts
- Ion Blaster 20pts
- Helios Blaster 20pts
- Plasma Lance 25pts
- Tank-Hunter Rifle 25pts
- Warp-Rift Generator Rifle 30pts
If wearing XV 8 Armour, may replace one Burst Cannon for
one of the following:
- Firestorm Cannons 10pts
- Twin-Linked Fusion Blaster 15pts
- Helios Blaster 15pts
- Deathrain Pods 20pts
- Twin-Linked Plasma Rifle 25pts
- Ion Disruptor 25pts
- Plasma Lance 35pts
May replace XV3 Battlesuit and Burst Cannon with a XV9
Battlesuit, and two Twin-linked Burst Cannons for 50pts
May replace each Twin-linked Burst Cannon for
- Twin-linked Fusion Blasters 20pts
- Twin-linked Plasma Rifles 25pts
- Twin-Linked Ion Disruptor 25pts
- Twin-linked Helios Blaster 30pts
- Plasma Lance 35pts
Vespid Matriarch 95pts page WS BS S T W I A Ld Sv
Vespid Matriarch 5 5 4 5 3 6 4 10 5+
Vespid Elder 4 4 4 4 2 5 2 9 5+
Composition Unit Type
- 1 - Infantry
Special Rules
- Commander - Deep Strike
- Independent Character - Rending
- Fleet - Skilled Flyers
Options
May be accompanied by up to five Vespid Elder for 30pts per
model (it stops counting as an Independent Character)
Wargear
- Communion Helm - Neutron Rifle
- Claws - Exoskeletal Armour
- Elders have Neutron Blasters - Offensive Grenades
Options (Continued)
May take any of the following:
- Target Lock 5pts
- EMP Grenades 10pts
- Personal Shield 15pts
HQ
Hazard Support
If the Commander is equipped with XV9 Hazard Suit, then
XV9 Hazard Teams count as Scoring units
Page 15
AUN’SHI 125pts page WS BS S T W I A Ld Sv
Ethereal
Commander 5 5 3(5) 3 4 5 4 10 4+
Composition Unit Type
- 1 (unique) - Infantry
Wargear
- Aun’Nan - EMP Grenades
- Hard-Wired Shield Generator - Shas Armour
Special Rules
- Commander - Inspirational Figure
- Shas’Aun’Shi - Dreaded Fall
- 4+ Invulnerable Save - Tau
- Blade Master
Ethereal Commander 100pts page
Ethereal 75pts page WS BS S T W I A Ld Sv
Ethereal
Commander 5 5 3 3 4 4 2 10 4+
Ethereal 4 4 3 3 3 4 2 10 4+
Composition Unit Type
- 1 Ethereal or - Infantry
Ethereal Commander
Special Rules
- Commander - Inspirational Figure
- Independent Character - Dreaded Fall
- 5+ Invulnerable Save - Tau
Wargear
- Staff of Tau’va or Symbols of Office
- Pulse Pistol - Personal Shield
- EMP Grenades - Shas Armour
Options
May replace Pulse Pistol with
- a Pulse Rifle free
- A Pulse Carbine and Networked Marklerlight 5pts
May take a Drone Controller for free, but must select up to
two Drones from the following list
- Gun Drone 10pts each
- Shield Drone 15pts each
- Marker Drone 30pts each
May take one of the Following
- Pathfinder Jet-bike 15pts
- Jump Pack 25pts
Or replace his Shas Armour and Pulse Pistol with an XV3
Stealth Suit and Burst Cannon 35pts
Kroot Master Shaper 95pts page WS BS S T W I A Ld Sv
Master Shaper 6 4 5 4 3 5 4 10 6+
Composition Unit Type
- 1 - Infantry
Special Rules
- Master Shaper - Commander
- Independent Character - Stealth
- Kroot - 5+ Invulnerable Save
Wargear
- Kroot Hunting Rifle - Staff of Pech
- Defensive Grenades - Kroot Pistol
- Offensive Grenades - Kroot Armour
Options
May replace Kroot rifle and/or Pistol with
- Pulse Pistol free
- Pulse Rifle, Pulse Carbine 5pts
May replace their Kroot Armour for Exoskeletal armour for
15pts
May take a Retinue of Kroot, chosen the same as a Kroot
Kindred. They must be of the same Kindred as the Master
Shaper.
Kindreds
The Master Shaper may become a master of one of the
following Kindreds:
- Trackers 5pts
- Stalkers 10pts
- Hunters 10pts
- Headhunters 15pts
- Vultures 20pts
HQ
Page 16
Command Team 30pts page You may include one Command Team for every Coalition Commander, Cadre Commander or XV3 equipped Ethereal and Ethereal
Commander’s in your Army. This does not count towards your HQ allowance.
WS BS S T W I A Ld Sv
Battle Noble 3 5 4 4 2 3 2 8 3+
Composition Unit Type
- 3 Battle Nobles - Jump Infantry
(Jet Pack)
Special Rules
- Relentless - Acute Senses
- Kor’Ka - Tau
- 4+ Invulnerable Save - Deep Strike
Wargear
- Burst Cannon - Target Lock
Detachments
- The squad may take a single detachment.
Options
The squad may be increased with up to 3 Battle Nobles for
45pts per model
Any member of the squad may take Deathrain Pods for 20pts
(Unless they have XV9 Battlesuit Armour)
Options (Continued)
The unit must be upgraded to the same armour type as the
commander they follow:
- XV3 Stealth Suit 20pts per model
- XV8 Crisis Suit (& 2nd
Burst Cannon) 25pts per model
- XV9 Hazard Suit (Replacing Burst Cannon with two Twin-
linked Burst Cannons) 35pts per model
Any member of the squad may replace a Burst Cannon for
- Fusion Blaster 10pts
- Ion Blaster 15pts
- Plasma Rifle 15pts
- Helios Blaster 15pts
Any member of the squad may take a Drone Controller for
free, but must select up to two Drones from the following
list
- Gun Drone 10pts each
- Shield Drone 15pts each
- Marker Drone 30pts each
If the Commander has taken a XV9 Hazard Suit, the Battle
Nobles may replace each Twin-linked Burst Cannon for
- Twin-linked Fusion Blasters 20pts
- Twin-linked Plasma Rifles 25pts
- Twin-linked Helios Blaster 25pts
Honour Guard 60pts page You may include one Ethereal Honour Guard for every Ethereal Commander or Ethereal in your Army. You may also take one if
Aun’Shi is taken. This does not count towards your HQ allowance.
WS BS S T W I A Ld Sv
Honour
Guard 3 4 3 3 2 3 2 9 4+
Composition Unit Type
- 3 Honour Guard - Infantry
Special Rules
- Tau - Protectors
Wargear
- Pulse Rifle - EMP Grenades
- Pulse Pistol - Shas Armour
Options
May add up to nine Honour Guard for 15pts per model
Any Honour Guard may replace their Pulse Rifle with a Pulse
Carbine and Marklerlight for 5pts per model
Options (Continued)
Any member of the squad may take a Drone Controller for
free, but must select up to two Drones from the following list
- Gun Drone 10pts each
- Shield Drone 15pts each
- Marker Drone 30pts each
The whole squad may be upgraded to have either a Jump
Pack for 40pts, or the Pathfinder Jet-bike for 50pts
Detachments
- The squad may take a single detachment.
Dedicated Transport
- May take a Devilfish
Bodyguards
Page 17
XV8 Crisis Team 45pts page WS BS S T W I A Ld Sv
XV8 Shas’Vre 3 4 5 4 2 3 2 9 3+
XV8 Shas’Ui 3 3 5 4 2 3 2 8 3+
Composition Unit Type
- 1 Shas’Vre - Jump Infantry
(Jet Pack)
Special Rules
- Relentless - Acute Senses
- Deep Strike - Tau
Wargear
- Two Flamers - XV8 Crisis Suit
Detachments
- The squad may take a single detachment.
Options
May add up to 2 Shas’Ui for 30pts per model
A single Shas’Ui in the army may be equipped with a Failsafe
Detonator for 10pts
Options (continued)
Any member of the squad may take a Drone Controller for
free, but must select up to two Drones from the following
list
- Gun Drone 10pts each
- Shield Drone 15pts each
- Marker Drone 30pts each
Any member of the squad may replace each Flamer for
- Burst Cannon 5pts
- Fusion Blaster 10pts
- Missile Pod 10pts
- Plasma Rifle 15pts
Any member of the squad may take one of the following:
- Shield Generator 20pts
- Deathrain Pods 20pts
XV25 Stealth Team 70pts page WS BS S T W I A Ld Sv
XV25 Shas’Vre 2 4 4 3(4) 1 3 2 9 3+
XV25 Shas’Ui 2 3 4 3(4) 1 3 2 8 3+
Composition Unit Type
- 1 Shas’Vre - Jump Infantry
- 2 Shas’Ui (Jet Pack)
Special Rules
- Relentless - Acute Senses
- Deep Strike - Stealth
- Tau
Wargear
- Burst Cannon - XV25 Stealth Armour
- Stealth Field Generator
Options
May add up to 3 Shas’Ui for 20pts per model
Any member of the squad may take a Drone Controller for
free, but must select up to two Drones from the following
list
- Gun Drone 10pts each
- Shield Drone 15pts each
- Marker Drone 30pts each
One model, in every three, may replace their Burst Cannon
for
- Fusion Blaster 10pts
- Plasma Rifle 20pts
Detachments
- The squad may take a single detachment.
Elites
Page 18
Disruptors 70pts page WS BS S T W I A Ld Sv
Disruptors 3 4 4 4 2 3 2 9 4+
Composition Unit Type
- 2 Disruptors - Infantry
Special Rules
- Tau - Stealth
- Deep Infiltration - Disruptors
Wargear
- Pulse Rifle - Shas Armour
- Markerlight - Offensive Grenades
- Defensive Grenades
Dedicated Transport
- May take a Devilfish
Options
May add up to eight Disruptors for 35pts per model
Any model in the unit may replace their Pulse Rifle, for a
Pulse Carbine, for free
Detachments
- The squad must contain at least 5 Disruptors before it can
take a detachment.
Once this is fulfilled, it may take up to three Sniper Drone
Teams
Predator Kindred 150pts page WS BS S T W I A Ld Sv
Predator 5 3 5 4 2 5 3 9 5+
Composition Unit Type
- 5 Predators - Infantry
Special Rules
- Stealth - Kroot
- Solo Elite - Hit & run
Wargear
- Chem Rifle - Defensive Grenades
- Poisoned Blades - Offensive Grenades
- Exoskeletal Armour
Shaman Kindred 120pts page
You must have a Master Shaper HQ Choice before you may take a Shaman Kindred
WS BS S T W I A Ld Sv
Shaman 5 4 5 3 2 4 3 10 6+
Shaman Guard 5 3 5 3 2 5 3 9 6+
Hound 5 - 5 3 1 5 3 7 -
Composition Unit Type
- 1 Shaman - Infantry
- 5 Shaman Guards
Special Rules
- Stealth - Kroot
Shaman only
- Shaman Power - 5+ Invulnerable Save
Wargear
- Kroot Shotgun - Kroot Pistol
- Defensive Grenades - Kroot Armour
- Offensive Grenades
Shaman Only
- Shaman Staff
Options
May add up to 10 Shaman Guard for 9pts per model
May add up to 10 Hounds for 6pts per model
Any Shaman Guard may replace their Kroot Shotgun with one
of the following:
- Kroot Hunting Rifle 5pts per model
- Hunting Stave 10pts per model
Kindreds
The shaman Kindred may be upgraded to have the abilities of
one of the following Kindreds:
- Trackers 1pt per Model
- Stalkers 2pts per Model
- Hunters 2pts per Model
- Headhunters 3pts per Model
- Vultures 4pts per Model
Elites
Page 19
Fire Warrior Team 85pts page WS BS S T W I A Ld Sv
Shas’Ui 2 4 3 3 1 2 1 9 4+
Shas’La 2 3 3 3 1 2 1 8 4+
Composition Unit Type
- 1 Shas’Ui - Infantry
- 5 Shas’La
Special Rules
- Tau
Wargear
- Pulse Rifle - EMP Grenades
- Pulse Pistol - Shas Armour
Detachments
- The squad may take a single detachment.
Dedicated Transport
- May take a Devilfish
Options
Any model in the unit may replace their Pulse Rifle, for a
Pulse Carbine, for free
May add up to 6 Shas’La for 11pts per model
Options (Continued)
The Shas’Ui may take a Drone Controller for free, but must
select up to two Drones from the following list
- Gun Drone 10pts each
- Shield Drone 25pts each
- Marker Drone 30pts each
Up to two models equipped with Pulse carbines may be
equipped with Carbine Grenades for 20pts per model.
If the squad has a total of 12, up to two Shas’La may replace
their Pulse Rifle and Pulse Pistol with a Rail Rifle and Target
Lock for 10pts per model
A single squad in the Army may be upgraded to Pathfinders
for 5pts per model. They replace their Pulse Rifle and Pulse
Pistol for a Pulse Carbine and Markerlight. They gain the
Scout, Pinning, and Infiltrators Special rule
If the squad numbers 6 or more, up to two Shas’La may
replace their Pulse Carbine and Markerlight with a Rail Rifle
and Target Lock for 10pts per model
Kroot Kindred Squad 100pts page WS BS S T W I A Ld Sv
Shaper 5 3 5 3 2 5 3 9 6+
Kroot 4 3 4 3 1 4 2 7 6+
Hound 5 - 5 3 1 5 3 7 -
Composition Unit Type
- 1 Shaper - Infantry
- 9 Kroot
Special Rules
- Stealth - Kroot
Wargear
- Kroot Rifle - Defensive Grenades
- Kroot Pistol - Offensive Grenades
- Kroot Armour
Hounds are only ever counted to have a single close combat
weapon.
Options
May add up to 20 Kroot for 7pts per model
May add up to 10 Hounds for 6pts per model
The Shaper may replace their Kroot rifle with one of the
following:
- Pulse Rifle, Pulse Carbine 5pts
- Kroot Hunting Rifle 15pts
- Hunting Stave 20pts
Kindreds
Each Kroot Kindred Squad may take one of the following
upgrades. But only one of each kindred may be used
- Trackers 15pts
- Stalkers 20pts
- Hunters 20pts
- Headhunters 35pts
- Hound Pack 35pts
- Vultures 45pts
- Shapers 100pts
Troops
Page 20
Gue’Vesa Team 65pts page WS BS S T W I A Ld Sv
Gue’Vesa’Ui 3 3 3 3 1 3 2 9 4+
Gue’Vesa’La 3 3 3 3 1 3 1 8 4+
Composition Unit Type
- 1 Gue’Vesa’Ui - Infantry
- 9 Gue’Vesa’La
Special Rules
- Guardsmen
Wargear
- Lasgun - Defensive Grenades
- Sergeant has a Laspistol - Offensive Grenades
- Shas Armour
Options
The Guard Sergeant may replace their Laspistol and/or their
Lasgun for
- Close Combat Weapon free
- Pulse Pistol 10pts
Up to three Gue’Vesa’La may replace their Lasguns with one
of the following:
- Pulse carbine 2pts per model
- Pulse Rifle 5pts per model
Kais 60pts page
Kais replaces one Shas’ui from one unit of Fire Warriors or replaces a single Pathfinder
WS BS S T W I A Ld Sv
Kais 3 4 3 3 2 3 2 8 4+
Composition Unit Type
- 1 (unique) - Infantry
Special Rules
- Tau - Unswerving Loyalty
- Divine Destiny - Independent Character
Wargear
- Modified Rail Rifle - Target Lock
- Close Combat Weapon - Shas Armour
- EMP Grenades
Devilfish 70pts page
BS Armour
Front Side Rear
Devilfish 3 12 11 10
Composition Unit Type
- 1 Devilfish - Tank, Skimmer
Special Rules Capacity
- Tau - 12 (cannot transport
- Night Vision models in any XV
Armour)
Fire Points Access Points
- 0 - 3
Wargear
- Sponson Gun Drones - Disruption Pod
- Hull-Mounted Burst Cannon
Options
May replace the Hull-Mounted Burst Cannon for
- Fusion Blaster 5pts
- Plasma Rifle 15pts
Options (Continued)
May replace Sponson Gun Drones for
- A pair of Burst Cannons free
- A Smart Missile System 20pts
- Markerlight Array 30pts
- Shield Array 40pts
May also take any of the following
- Targeting Array 5pts
- Multi-Tracker 10pt
- Up to two Seeker Missiles 10pts each
- Target Lock 10pts
- Sensor Spines 15pts
- Ablative Armour 15pts
- Niccassar Pilot 35pts
Troops
Dedicated Transports
Page 21
Detachments are bought in the same way as a Dedicated transport, and are listed as an upgrade in the units that can take them.
During Set-up, and in game, Detachments are from there-in treated as a separate unit, and as the same Force Organisation Chart
slot type as the parent unit.
Sniper Drone Team 80pts page WS BS S T W I A Ld Sv
Spotter 2 4 3 3 1 3 1 9 4+
Sniper Drone 2 3 3 3 1 3 1 8 4+
Composition Unit Type
- 1 Spotter - Infantry
- 3 Sniper Drones
Special Rules
- Tau - Stealth
- Infiltrate
Wargear
Spotter
- Pulse Pistol - Defensive Grenades
- Networked Markerlight - Drone controller
- Shas Armour
Sniper Drones
- Rail Rifle - Target Lock
Both
- Stealth Field Generator
Gun Drone Squadron 50pts page WS BS S T W I A Ld Sv
Gun Drone 2 2 3 3 1 4 1 7 4+
Composition Unit Type
- 4 Gun Drones - Jump Infantry
(Jet Pack)
Special Rules
- Deep Strike - Fearless
- Ambush
Wargear
- Twin-linked Pulse Carbines
Options
May add up to 8 Gun Drones for 12pts each
All Gun Drones may replace their Twin-linked Pulse Carbines
with one of the following (all must take the same upgrade)
- Twin-linked Pulse Rifle 5pts per model
- Flamer 10pts per model
Heavy Gun Drone Squadron 80pts page WS BS S T W I A Ld Sv
Heavy Gun
Drone 2 3 3 4 1 4 1 7 4+
Composition Unit Type
- 4 Heavy Gun Drones - Infantry
Special Rules
- Deep Strike - Fearless
- Relentless
Wargear
- Twin-linked Flamers
Options
May add up to 4 Heavy Gun Drones for 16pts each
All Heavy Gun Drones may replace their Twin-linked Flamers
with one of the following (all must take the same upgrade)
- Twin-linked Burst Cannons 2pts per model
- Twin-linked Missile Pods 5pts per model
- Twin-linked Fusion Blasters 15pts per model
- Twin-linked Plasma Rifle 30pts per model
Detachments
Page 22
Pathfinder Team 130pts page WS BS S T W I A Ld Sv
Pathfinder 2 4 3 3 1 3 1 9 4+
Composition Unit Type
- 4 Pathfinders - Infantry
Special Rules
- Tau
Wargear
- Pulse Carbine - EMP Grenades
- Markerlight - Shas Armour
Detachments
- The squad may take a single Sniper Drone Team
detachment.
Options
May add up to 4 Pathfinders for 13pts per model
Up to three Pathfinders may replace their Pulse Carbine and
Markerlight with a Rail Rifle and Target Lock for 10pts per
model
Instead of riding in a Devilfish, the squad may ride Jetbikes,
for 10pts per model
A Strike Beacon may be bought for the Devilfish for 20pts
Dedicated Transport
- The squad must take a Devilfish. The cost of the Devilfish
is already included
Piranha Squadron 50pts page
BS Armour
Front Side Rear
Piranha 3 11 10 10
Composition Unit Type
- 1 Piranha - Skimmer, Fast
Special Rules
- Tau - Night Vision
Wargear
- Sponson Gun Drones - Disruption Pod
- Hull-Mounted Burst Cannon
Options
May add up to 4 Piranha for 50pts per model
Options (Continued)
Any Piranha may replace Sponson Gun Drones for
- Markerlight Array 30pts per model
- Shield Array 40pt per model
Any Piranha may replace the Hull-Mounted Burst Cannon for
- Fusion Blaster 5pts per model
Any Piranha may also take any of the following
- Targeting Array 5pts per model
- Up to two Seeker Missiles 10pts each
- Target Lock 10pts per model
- Ablative Armour 15pts per model
Vespid Stingwing Squad 100pts page WS BS S T W I A Ld Sv
Strain Leader 4 4 3 4 1 5 2 9 5+
Stingwing 3 3 3 4 1 5 2 6 5+
Composition Unit Type
- 1 Strain Leader - Jump Infantry
- 3 Stingwings - Jump Infantry
(Jet pack)
Special Rules
- Deep Strike - Skilled flyers
- Fleet
Wargear
Strain Leader
- Communion Helm
All
- Neutron Blaster - Claws
- Exoskeletal Armour
Options
May add up to 7 Stingwings for 15pts per model
Fast Attack
Page 23
XV9 Hazard Team 75pts page WS BS S T W I A Ld Sv
XV9 Shas’Vre 3 4 5 5 2 3 2 9 3+
Composition Unit Type
- 1 Shas’Vre - Jump Infantry
(Jet Pack)
Special Rules
- Relentless - Acute Senses
- Deep Strike - Tau
- Hit & Run - Fearless
Wargear
- Two Twin-Linked Burst Cannons
- XV9 Hazard Suit
Options
May add up to 2 Shas’Vre to the unit for 75pts per model
Any member of the squad may take a Drone Controller for
free, but must select up to two Drones from the following
list
- Gun Drone 10pts each
- Shield Drone 15pts each
- Marker Drone 30pts each
Options (Continued)
Any member of the squad may replace each Twin-Linked
Burst Cannon for
- Twin-Linked Fusion Blaster 10pts
- Twin-Linked Ion Blaster 10pts
One member of the squad may replace a single Twin-Linked
Burst Cannon for
- Ion Disruptor 20pts
- Plasma Lance 35pts
- Tank-hunter Rifle 45pts
Any member of the squad may take any of the following:
- Shield Generator 20pts
Detachments
- The squad may take a single detachment.
Ny’Oni Hunters 125pts page WS BS S T W I A Ld Sv
Ui’Kauyon 4 2 4 4 1 5 3 9 4+
La’Kauyon 3 2 4 4 1 5 2 8 4+
Composition Unit Type
- 1 Ui’Kauyon - Cavalry
- 5 La’Kauyon
Special Rules
- Hit & Run - Acute Senses
- Furious Charge - Scouts
Wargear
- Pulse Carbine - Photon Grenades
- Pulse Pistol - Shas Armour
- Close Combat weapon
Detachments
- The squad may take a single Gun Drone Squadron
detachment.
Dedicated Transport
- May take a Devilfish
Options
May add up to 6 La’Kauyon for 18pts per model
Fast Attack
Page 24
XV88 Broadside Team 90pts page WS BS S T W I A Ld Sv
Broadside Shas’Vre 3 5 5 4 2 3 2 9 2+
Broadside Shas’Ui 3 4 5 4 2 3 2 8 2+
Composition Unit Type
- 1 Shas’Vre - Infantry
Special Rules
- Acute Senses - Tau
- Slow and Purposeful
Wargear
- Two Flamers - XV88 Battlesuit
- Twin-linked Broadside Railgun
Options
May add up to 2 Shas’Ui for 80pts per model
The Shas’Vre may Replace their Twin-Linked Broadside
Railgun with a tank-Hunter Rifle for 35pts
Any Broadside may replace both Flamers for
- Two Burst Cannons 7pts
- Two Missile Pods 15pts
- Smart Missile System 20pts
- Two Plasma Rifles 25pts
Detachments
- The squad may take any detachment.
Krootox Herd 120pts page
You must have at least one Kroot Kindred Squad (of any Kindred) before you may take a Krootox Herd
WS BS S T W I A Ld Sv
Krootox
Shaper 5 3 5 4 2 5 3 9 6+
Krootox 4 3 6 4 3 3 2 7 6+
Composition Unit Type
- 1 Shaper - Infantry
- 3 Krootox
Special Rules
- Stealth
Wargear
Shaper
- Kroot Rifle - Kroot Pistol
- Kroot Armour - Defensive Grenades
Krootox
- Kroot Gun - Kroot Armour
- Defensive Grenades
Options
May add up to three Krootox for 35pts per model
Hammerhead Gunship 130pts page
BS Armour
Front Side Rear
Hammerhead 4 13 12 10
Composition Unit Type
- 1 Hammerhead Gunship - Tank, Skimmer
Special Rules
- Tau - Night Vision
Wargear
- Sponson Gun Drones - Disruption Pod
- Turret-Mounted Ion Cannon
Options
May replace Ion Cannon for
- Helios Cannon 30pts
- Railgun 35pts
- Plasma Lance 40pts
Options (Continued)
May replace Gun Drones for
- A pair of Burst Cannons free
- A Smart Missile System 20pts
- Markerlight Array 30pts
- Shield Array 40pts
May also take any of the following
- Targeting Array 5pts
- Multi-Tracker 10pt
- Up to two Seeker Missiles 10pts each
- Target Lock 10pts
- Ablative Armour 15pts
- Niccassar Pilot 35pts
Heavy Support
Page 25
Sky Ray Gunship 130pts page
BS Armour
Front Side Rear
Sky Ray 3 13 12 10
Composition Unit Type
- 1 Sky Ray - Tank, Skimmer
Special Rules
- Tau - Night Vision
Wargear
- Sponson Gun Drones - Disruption Pod
- Markerlight Array
- Turret-mounted Seeker Missile Rack
Options
May replace Sponson Gun Drones for
- A pair of Burst Cannons free
- A Smart Missile System 20pts
- Shield Array 40pts
Options (continued)
May replace up to three Seeker Missiles with one of the
following:
- EMP Missile 10pts
- Cluster Mines 25pts
- Omega Barrage 50pts
May also take any of the following
- Targeting Array 5pts
- Multi-Tracker 10pt
- Target Lock 10pts
- Ablative Armour 15pt
- Niccassar Pilot 35pts
Heavy Support
Page 26
Barracuda Interceptor 190pts page
BS Armour
Front Side Rear
Barracuda 4 11 11 10
Composition Unit Type
- 1 - Fast, Skimmer
Special Rules
- Tau - Night Vision
- Supersonic - Interceptor
- Advanced Targeting
Wargear
- Ion Cannon - Two Burst Cannons
- Two Missile Pods - Markerlight Array
Options
May replace its two Burst Cannons or Two Missile Pods for
one of the following:
- Deathrain Pods 20pts
- Smart Missile System 30pts
May also take any of the following
- Up to four Seeker Missiles 20pts each
- Target Lock 20pts
- Ablative Armour 45pts
Barracuda Bomber 190pts page
BS Armour
Front Side Rear
Barracuda 4 11 11 10
Composition Unit Type
- 1 - Fast, Skimmer
Special Rules
- Tau - Night Vision
- Supersonic - Advanced Targeting
Wargear
- Ion Cannon - Cascade Bomb
- Markerlight Array
Options
Must take up to four missiles, of the following types:
- Seeker Missile 10pts
- EMP Missile 30pts
- Cluster Mines 50pts
- Omega Barrage 75pts
May also take any of the following
- Target Lock 20pts
- Ablative Armour 45pts
Destroyer Gunship 295pts page
BS Armour
Front Side Rear
Destroyer 3(4) 14 13 11
Composition Unit Type
- 1 (unique) - Tank
Special Rules
- Tau - Night Vision
Wargear
- Destroyer Railgun - Shield Array
- Targeting Array - Disruption Pod
- Two Smart Missile Systems
Options
May replace its Destroyer Railgun for one of the following:
- Aurora Cannon 60pts
May also take any of the following
- Multi-Tracker 30pt
- Up to three Seeker Missiles 20pts each
- Target Lock 20pts
- Ablative Armour 45pts
Heavy Support
Page 27
Warp-Rift Generator
Treat it as a Close Combat Wound. This means that
models whom only have an Invulnerable save in Close
Combat have some chance to escape the effects. Such
as Dark Eldar Wyches, who have a 4+ Invulnerable save
in close combat.
Designer’s Notes